Three dimensional aimer for barcode scanning

ABSTRACT

A method of assisting in focusing a three dimensional camera system on an object within a field of view is disclosed. The process involves at the camera system, determining a distance D in a z direction, within the field of view, to a current focal plane; and rendering to a display, an aimer graphic element with the Z direction distance equal to D in a manner that causes the aimer graphic element to move in the Z direction with changes in the focal plane.

FIELD OF THE INVENTION

The present invention relates to barcode and QR readers utilizing 3D camera and rendering technology.

BACKGROUND

Barcode scanning on smart devices can be an effective way to scan a barcode. However the optics on these systems are usually optimized for photography and rely on an autofocus routine to get the image into focus. When scanning barcodes, a slightly out of focus image combined with excessive motion can result in an image that is too blurry to decode. It is therefore desirable to have a good focus to assure accuracy of reading the barcode.

SUMMARY

Accordingly, in one aspect, certain embodiments consistent with the present disclosure relate to a method of assisting in focusing a camera system on an object within a field of view involves: at the camera system, determining a distance D in a z direction, within the field of view, to a current focal plane; and rendering to a display, an aimer graphic element with a Z direction distance equal to D in a manner that causes the aimer graphic element to move in the Z direction with changes in the focal plane.

In accord with certain example embodiments, the method further involves determining if the object in the field of view is within a depth of field distance ΔD about the distance D, and if so, modifying the rendering of the aimer graphic element in a manner that signifies that the object is in focus. In accord with certain example embodiments, the method further involves determining if the object in the field of view is closer than the focal plane, and if so, modifying the rendering of the aimer graphic element in a manner that signifies that the aimer graphic element is behind the object. In accord with certain example embodiments, the aimer graphic element is rendered in a first color if the distance D is closer to the camera than the object and if the object is outside the depth of field distance ΔD about the distance D; and the aimer object is rendered in a second color if the object is within the depth of field distance ΔD about the distance D. In accord with certain example embodiments, the aimer graphic element is rendered in a first manner if the distance D is closer to the camera than the object and if the object is outside the depth of field distance ΔD about the distance D; and the aimer object is rendered in a second manner if the object is within the depth of field distance ΔD about the distance D.

In accord with certain example embodiments, the aimer graphic element is rendered in a third manner if the distance D is further from the camera than the object and if the object is outside the depth of field distance ΔD about the distance D; and the aimer graphic element is rendered in a second manner if the object is within the depth of field distance ΔD about the distance D. In accord with certain example embodiments, the aimer graphic element is rendered in a first manner if the distance D is closer to the camera than the object and if the object is outside the depth of field distance ΔD about the distance D; and the aimer graphic element is rendered in a second manner if the object is within the depth of field distance ΔD about the distance D; and the aimer graphic element is rendered in a third manner if the distance D is further from the camera than the object and if the object is outside the depth of field distance ΔD about the distance D.

In accord with certain example embodiments, the rendering in the first manner comprises selecting a first aimer graphic; the rendering in the second manner comprises selecting a second aimer graphic; and the rendering in the third manner comprises selecting a third aimer graphic. In accord with certain example embodiments, the distance D is determined by either querying a depth sensor or querying an autofocus system for a current focal depth. In accord with certain example embodiments, the camera system forms a part of an augmented reality headset having a programmed processor that carries out the rendering to a binocular display.

In another example embodiment consistent with the present teachings, a method of assisting in focusing a camera system on an object within a field of view involves: at the camera system, determining a distance D in a z direction, within the field of view, to a current focal plane; determining if the object in the field of view is within a depth of field distance ΔD about the distance D, and: if so, then rendering the aimer graphic with the Z direction distance equal to D to a display in a manner that signifies that the object is in focus, and if not then rendering the aimer graphic with a Z direction distance equal to D to the display in a manner that signifies that the object is not in focus.

In accord with certain example embodiments, the method further involves determining if the object in the field of view is closer than the focal plane, and if so, rendering the aimer graphic in a manner that signifies that the aimer graphic is behind the object. In accord with certain example embodiments, the aimer graphic is rendered in a first color if the distance D is closer to the camera than the object and if the object is outside the depth of field distance ΔD about the distance D; and the aimer object is rendered in a second color if the object is within the depth of field distance ΔD about the distance D. In accord with certain example embodiments, the distance D is determined by either querying a depth sensor or querying an autofocus system for a current focal depth. In accord with certain example embodiments, the camera system forms a part of an augmented reality headset having a programmed processor that carries out the rendering to a binocular display.

In yet another example embodiment, a method of assisting in focusing a camera system on an object within a field of view involves: at the camera system, determining a distance D in a z direction, within the field of view, to a current focal plane; rendering to a display, an aimer graphic with the Z direction distance equal to D in a manner that causes the aimer graphic to move in the Z direction with changes in the focal plane; where the aimer graphic is rendered in a first manner if the distance D is closer to the camera than the object and if the object is outside the depth of field distance ΔD about the distance D; where the aimer graphic is rendered in a second manner if the object is within the depth of field distance ΔD about the distance D; and where the aimer graphic is rendered in a third manner if the distance D is further from the camera than the object and if the object is outside the depth of field distance ΔD about the distance D.

In accord with certain example embodiments, if the object in the field of view is closer than the focal plane, the aimer graphic is rendered in a manner that signifies that view of the aimer graphic is occluded by the object. In accord with certain example embodiments, the aimer graphic element is rendered in a first color if the distance D is closer to the camera than the object and if the object is outside the depth of field distance ΔD about the distance D; and the aimer object is rendered in a second color if the object is within the depth of field distance ΔD about the distance D. In accord with certain example embodiments, the rendering in the first manner comprises selecting a first aimer graphic; the rendering in the second manner comprises selecting a second aimer graphic; and the rendering in the third manner comprises selecting a third aimer graphic. In accord with certain example embodiments, the distance D is determined by either querying a depth sensor or querying an autofocus system for a current focal depth.

The foregoing illustrative summary, as well as other exemplary objectives and/or advantages of the invention, and the manner in which the same are accomplished, are further explained within the following detailed description and its accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 depicts an example bar code reader system consistent with certain embodiments of the present disclosure.

FIGS. 2-4 depict aimer objects as rendered at three different focal plane distances in a manner consistent with certain embodiments of the present disclosure.

FIGS. 5-9 represent a plurality of images on the left which represent a user's view in a system such as is disclosed with varying relationships between an object in the field of view and the aimer graphic 40. On the right is a graphical representation of the distance D and its relationship to object 30.

FIG. 10 is a flow chart of a first process consistent with example embodiments of the present teachings.

FIG. 11 is a flow chart of a further process consistent with example embodiments of the present teachings.

DETAILED DESCRIPTION

The present invention embraces a method for aligning a barcode to be scanned within the viewfinder in an Augmented Reality (AR) display device such as an AR headset, where a 3D (three-dimensional) aimer graphic operates as a visual cue that is rendered in the Field of View (FOV) of the user, showing where a camera is focusing. The 3D aimer graphic appears closer or moves away from the user based on the focal depth of the camera. With the help of the aimer graphic the user can more quickly understand where the camera is focusing. This can permit the user to bring a barcode or QR code or the like to be scanned into the focal plane of the camera for a quicker read operation.

On these types of systems an aimer graphic is sometimes used to help the user align the barcode within the viewfinder. This aimer graphic may be placed in an area of the image (e.g. center) where the decode algorithm is tuned to start its search for the barcode resulting in a shorter time to read. These types of visual cues can help to ensure a timely barcode scan. This disclosure describes a three dimensional aimer graphic that is particularly useful for a binocular augmented reality headset (e.g. Microsoft Hololens™) or other device that is capable of rendering three dimensional graphics in the user's field of view. The 3D aimer graphic leads to a quicker time to read by moving in and out (closer and further away from the user) as the camera focus is adjusted. This visual cue helps the user understand where the camera is currently focusing so that they may bring the barcode into the current focal plane.

For purposes of this document, the term “augmented reality” refers to any technology that can superimpose a computer-generated graphic such as an aimer graphic into a user's view or a 3D display view. Microsoft Corporation uses the term “mixed reality” in relation to their Hololens™ AR technology, but for purposes of this document, the terms are considered equivalent. The term “aimer graphic” or “aimer graphic element” or “aimer object” or the like is used to mean a graphic object that is computer generated and placed in a user's field of view in an augmented reality system to assist the user in the process of getting an object into focus.

When an aimer object is said to be rendered in a particular manner, it means that the aimer object is rendered with a particular color, a particular shape or with particular attributes associated with the relative position of the aimer object with respect to an object in view.

Binocular augmented reality headsets such as the Microsoft Hololens™ headset have the ability to render three dimensional graphics in the user's field of view so that it appears as if the objects are actually in the room with them. This is done by rendering two slightly different views of a scene, one for each of the user's eyes. This induced parallax tricks the brain into thinking the rendered objects are three dimensional.

In accord with this disclosure, an aimer object is rendered as if it existed at the current focal plane of the camera system. When the camera is currently focusing in the near field, the aimer object appears larger and closer to the user. When the camera is focused in the far field, the aimer object appears smaller and farther away from the user. The camera focus can be adjusted by the camera's autofocus routine or set at a fixed focal depth, but either way the aimer object moves to reflect the current plane of focus. The user can adjust the focus or the relative positions of the camera and target object to achieve correct focus.

In certain embodiments consistent with the present disclosure, technology similar to the commercially available SwiftDecoder™ Mobile barcode scanning software can be implemented on the Microsoft Hololens™ headset. This arrangement provides access to controlling the camera and the ability to query the current focal depth D of the camera. In operation, the Application Program Interface (API) can be repeatedly queried for the current focal depth of the camera. The aimer object is rendered/moved in 3D space to a Z direction position at this distance D from the camera, which exists at approximately the same depth as the display. If the plane of the display and camera were different the renderings are adjusted accordingly. The X (left/right) and Y (up/down) dimensions of the aimer object remain the same, but the Z (in/out) dimension is altered so that the graphical representation of the aimer object appears to be at the same focal depth as the camera. This would allow the user to easily see where the camera is currently focused and present the barcode on this plane.

Referring now to FIG. 1, a system that is arranged to carry out processes consistent with the present teachings is depicted in block diagram form. This system includes a programmed processor 20 that carries out control operations in a manner consistent with the present discussion in accord with programming instructions stored in a memory device (not separately shown). The processor 20 controls a camera 24 which captures an image in a field of view depicted by the dashed lines.

The image captured by camera system 24 may be a 3D binocular image in the case of camera system 24 being embodied as a 3D camera. But in other embodiments, the camera system 24, may utilize a two dimensional sensor (such as a CCD sensor). Since many autofocus routines work by adjusting the focus of an image until a maximum contrast in the image is reached, such systems have no appreciation of depth. In such cases, a depth sensor can be used to detect objects in the field of view. Depth sensors can also be used in conjunction with a 3D camera without limitation. Those skilled in the art will recognize many variations upon consideration of the present teachings.

The distance D is a distance from the camera's focus plane (hereinafter, just the camera) to a focal plane (shown by the dotted line) in the Z direction. In the illustration of FIG. 1, the forward-most surface of an object 30 is depicted within the field of view.

Processor 20 is in communication with the binocular camera 24 to obtain information regarding the current focus distance D or data that are related to the current focus distance from the camera 24. Based upon this information, the processor knows or can calculate the value of D and using a graphic rendering process 34 (either operating on processor 20 or on a separate graphics processing engine), renders an aimer graphic in an AR/3D display system 38 (such as the viewer of an AR headset or other 3D display) at a depth of Z=D for the current value of D.

It is noted that there is a distance about D shown as ΔD in FIG. 1 representing the depth of field for the current focal distance D. This value of ΔD can be determined from the camera's optics, D, lens aperture and tolerance of decoding algorithms. For purposes of this teaching, the value of Δ can be rigorously determined, approximated or set to a fixed distance or fixed proportion of D. In any case, when an object is approximately situated at D within the window defined by ΔD, the object can be considered to be in focus.

In FIG. 1, the processing may all take place within a system such as an AR headset. In the case of certain AR headsets, depth sensors are used which can be directly queried to determine a Z-direction distance D to an object. Such headsets may additionally incorporate a network interface 26 that can be used to communicate data (such as information about objects scanned) via a network 28 for storage on a server 32. In other embodiments, the server 32 can assist or fully control the processing discussed herein without limitation.

Referring to FIG. 2, an example aimer graphic 40 is depicted which is rendered as a three dimensional graphic with picture elements represented by X and Y coordinates that construct a circle intersected at 0, 90, 180 and 270 degrees by line segments (as an illustrative example). The Z coordinate is shown graphically to the right of aimer graphic 40, with the scale in the Z direction also being shown in FIGS. 3 and 4. In FIG. 2, the focal plane is at distance D, which as shown represents a relatively large distance from the camera. At this distance, the rendering of the aimer graphic 40 to the user appears small and distant (at distance Z=D) from the user.

Referring now to FIG. 3, distance D to the focal plane is now closer than in FIG. 2. The aimer object 40 appears larger and closer to the user (at distance Z=D) since the Z value of the aimer graphic object's picture elements represents a closer distance to the user. Hence the aimer object 40 is being rendered in a manner that appears closer to the user.

Referring now to FIG. 4, the distance D to the focal plane is closer still than either that depicted in FIG. 2 or FIG. 3. Hence, the aimer object 40 appears even larger and closer (at distance Z=D) as rendered by the graphic rendering process with the Z value being the closest to the camera lens of the three examples of FIGS. 2-4.

While the graphic object 40 as depicted is shown to be a circle with lines crossing the circle at 0, 90, 180 and 270 degrees, this is not to be considered limiting. The graphic object can be rendered as any suitable graphic and rendered with varying attributes in any manner. So, rendering a graphic in a particular manner may be interpreted as relating to the graphic's color, shape, or other attributes. Additionally, multiple graphic objects can be used as an aimer graphic depending upon various circumstances such as distance, Z direction relationship to objects in the field of view and proximity to focal plan, etc. Moreover, the color, shape and other attributes of the aimer object 40 can be manipulated to produce more information for the user as will be described. It is further noted that the size of the aimer object 40 is not indicative that an object is in focus. Different size aimer graphics 40 can be scaled for distance when rendered, or the size can be adjusted by use of multiple aimer graphics 40 with the currently displayed aimer graphic 40 being selected based on the distance D.

FIGS. 5-9 represent a plurality of images in which the left represents a user's view in a system such as is disclosed with varying relationships between an object in the field of view and the aimer graphic 40. On the right in each image is a graphical representation of the distance D and the camera's relationship to object 30. In each of these illustrations, the image on the left represents an example of a user's view of the forward-most surface (the ‘face’) of object 30 (which might be a package or product for example) that contains a QR code 44 (or barcode, or other graphic symbol) that the system is attempting to recognize. QR code 44 is depicted to the right of center for clarity, but may be anywhere within the field of view of the camera.

First considering FIG. 5, it is noted that the distance D representing the distance from camera lens to focal plane is relatively close to the camera with the object 30 being more distant from the camera. Accordingly, the aimer graphic appears large and the object 30 is in the background. (It is noted that the face of object 30 in this case (as well as others in the examples shown) is out of focus, but rendered in-focus in this and other figures for convenience.)

FIG. 6 represents an example of what the user will see when the face of object 30 is at the same distance as in FIG. 5, but the camera is now focused on the face of the object 30. In this instance, the aimer object appears smaller and more distant from the camera than in FIG. 5 because the focal plane is farther away. Since object 30 has not moved, it appears to be the same size and at the same distance as in FIG. 5.

In the example of FIG. 6, the aimer object 40 is shown to be enhanced by now containing two concentric circles and eight radial lines. Such enhancement in this example signifies that the object 30 is in focus (i.e., within the window ΔD). Additionally, the graphic process may render other indicators of focus such as the word “FOCUSED” in the display at 48. These are disclosed as merely illustrative of several ways in which the aimer object is enhanced to clearly indicate to the user that the main object in the display is in focus. In other examples, the aimer object 40 of FIG. 5 may be rendered in one color, (e.g. red) to signify that the object 30 is not in focus, and the color can change (e.g., to green) signifying that the object 30 is in focus. Such modifications to the aimer graphic and others will be apparent as mechanisms to enhance the information conveyed to the user to indicate that the object 30 is with the range ΔD. Those skilled in the art will recognize other techniques can be used upon consideration of the present teachings.

Proceeding to FIG. 7, this illustration depicts an example of what a user might see when the object 30 is in the foreground, but the focal plane is at distance D which is behind the object 30. In this instance, in accord with certain example embodiments, the aimer graphic 40 would be situated at Z=D which is behind object 30 and thus, in certain embodiments, the view of the aimer graphic 40 is occluded by object 30. In certain embodiments the aimer object 40 can be rendered in dashed lines, lighter color or otherwise to signify that the Z direction location of the aimer graphic is behind the object 30. This signifies to the user that the focus of the camera is on a distant focal plane behind the object 30. The user can thus either adjust the focus or move the object 30 further back.

FIG. 8 represents a scenario in which Object 30 is situated at the focal plane, but the focal plane is relatively distant. In this instance, the object 30 appears relatively small and distant as does the aimer object 40. In this case, the aimer object may also be enhanced by color, graphic change, animation or otherwise signify that the object is in focus, but such further enhancements are not shown in this illustration. It is also possible to simply have the aimer graphic 40 not be rendered if fully occluded by the object 30. It is further possible for the image of the aimer graphic to be illustrated as partially occluded if the object is only partially in front of the aimer graphic. Many other variations will occur to those skilled in the art upon consideration of the present teachings.

Finally, FIG. 9 shows a scenario in which the object 30 is relatively close and is situated at the focal plane. In this example, the object 30 appears close and thus larger to the user as does the aimer object 40. Again, in this example, the aimer object may be enhanced by color, graphic change, animation or any other attribute that can be modified to signify that the object is in focus. Such enhancements are not shown in this illustration.

In the present discussion, the aimer object may be said to be “modified” or “changed” under various circumstances. In this context, the term “modify” or the like may actually be implemented as a complete substitution of one graphic object for another to accomplish the prescribed rendering. For example, when an object is out of focus, the aimer object may have one appearance and when focus is achieved, a completely different aimer object with different attributes may be substituted therefor. The user sees that the aimer object has changed and may perceive this change as a modification or change. In this context, the term “modify” can be used to describe an attribute change (e.g., color or intensity) or could be used to signify that a different aimer graphic has been completely substituted for the prior aimer graphic and should be broadly construed without regard for the mechanics of implementation.

Turning attention now to FIG. 10, an example process 100 is depicted consistent with the present teachings starting at 104 after which a distance to the focal plane D of the camera (the focal distance) is determined at 108. This can be carried out, for example by query of a depth sensor or by knowledge of lens positioning in an autofocus system. Once this distance D is known, the process proceeds to 112 where the graphics processing generates an appropriate rendering of the aiming graphic at a depth of Z=D. Control then returns to 108, where the process is repeated over and over to maintain the aimer graphic at the focal distance D. Of course, many variations are possible with this basic process such as the variations depicted in FIG. 11.

FIG. 11 illustrates an example process 200 starting at 202 after which the distance to the focal plane D is determined at 108 after which the system prepares to render the aiming graphic in an unmodified form at 206 by setting the depth of the aimer graphic rendering to Z=D. However, in this example embodiment, prior to actually rendering the object, its position with respect to objects that are in the field of view is tested. In this example, the aimer graphic is considered unmodified if it indicates that the focal plane is in front of any object in view.

At 210, the camera first determines if the object is within the focus window distance ΔD. If so, then the aiming graphic is modified (or selected) to have attributes that depict an in-focus object and that modified aimer graphic is rendered at 214. If the object is not within the focus depth at 210, then the process determines if the object is closer than the focus depth at 218. If so, then the aimer graphic is modified (or selected) so as to depict that the aimer graphic is fully or partially occluded by the object in the foreground at 222.

If the distance D is neither at the object nor behind the object at 208 or 218, then the unmodified aimer graphic is rendered at 226. In all cases, when the rendering is done, the process returns to 108 so as to continuously (repeatedly) adjust the rendering of the aimer graphic to correctly depict the relative Z-direction (depth) of the aimer graphic with respect to an object or objects in the field of view.

Thus, a method of assisting in focusing a three dimensional camera system on an object within a field of view involves: at the camera system, determining a distance D, within the field of view, to a current focal plane; and rendering to a display, an aimer graphic element with a Z direction distance equal to D in a manner that causes the aimer graphic element to move in the Z direction with changes in the focal plane.

To supplement the present disclosure, this application incorporates entirely by reference the following commonly assigned patents, patent application publications, and patent applications:

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In the specification and/or figures, typical embodiments of the invention have been disclosed. The present invention is not limited to such exemplary embodiments. The use of the term “and/or” includes any and all combinations of one or more of the associated listed items. The figures are schematic representations and so are not necessarily drawn to scale. Unless otherwise noted, specific terms have been used in a generic and descriptive sense and not for purposes of limitation. 

The invention claimed is:
 1. A method of assisting in focusing a camera system on an object within a field of view, comprising: at the camera system, determining a distance D in a z direction, within the field of view, to a current focal plane; and rendering to a display, an aimer graphic element with a Z direction distance equal to D in a manner that causes the aimer graphic element to move in the Z direction with changes in the focal plane.
 2. The method according to claim 1, further comprising determining if the object in the field of view is within a depth of field distance ΔD about the distance D, and if so, modifying the rendering of the aimer graphic element in a manner that signifies that the object is in focus.
 3. The method according to claim 1, further comprising determining if the object in the field of view is closer than the focal plane, and if so, modifying the rendering of the aimer graphic element in a manner that signifies that the aimer graphic element is behind the object.
 4. The method according to claim 1, where the aimer graphic element is rendered in a first color if the distance D is closer to the camera than the object and if the object is outside the depth of field distance ΔD about the distance D; and where the aimer object is rendered in a second color if the object is within the depth of field distance ΔD about the distance D.
 5. The method according to claim 1, where the aimer graphic element is rendered in a first manner if the distance D is closer to the camera than the object and if the object is outside the depth of field distance ΔD about the distance D; and where the aimer object is rendered in a second manner if the object is within the depth of field distance ΔD about the distance D.
 6. The method according to claim 1, where the aimer graphic element is rendered in a third manner if the distance D is further from the camera than the object and if the object is outside the depth of field distance ΔD about the distance D; and where the aimer graphic element is rendered in a second manner if the object is within the depth of field distance ΔD about the distance D.
 7. The method according to claim 1, where the aimer graphic element is rendered in a first manner if the distance D is closer to the camera than the object and if the object is outside the depth of field distance ΔD about the distance D; and where the aimer graphic element is rendered in a second manner if the object is within the depth of field distance ΔD about the distance D; and where the aimer graphic element is rendered in a third manner if the distance D is further from the camera than the object and if the object is outside the depth of field distance ΔD about the distance D.
 8. The method according to claim 7, where the rendering in the first manner comprises selecting a first aimer graphic; where the rendering in the second manner comprises selecting a second aimer graphic; and where the rendering in the third manner comprises selecting a third aimer graphic.
 9. The method according to claim 1, where the distance D is determined by either querying a depth sensor or querying an autofocus system for a current focal depth.
 10. The method according to claim 1, where the camera system forms a part of an augmented reality headset having a programmed processor that carries out the rendering to a binocular display.
 11. A method of assisting in focusing a camera system on an object within a field of view, comprising: at the camera system, determining a distance D in a z direction, within the field of view, to a current focal plane; determining if the object in the field of view is within a depth of field distance ΔD about the distance D, and: if so, then rendering an aimer graphic with the Z direction distance equal to D to a display in a manner that signifies that the object is in focus, and if not then rendering the aimer graphic with a Z direction distance equal to D to the display in a manner that signifies that the object is not in focus.
 12. The method according to claim 11, further comprising determining if the object in the field of view is closer than the focal plane, and if so, rendering the aimer graphic in a manner that signifies that the aimer graphic is behind the object.
 13. The method according to claim 11, where the aimer graphic is rendered in a first color if the distance D is closer to the camera than the object and if the object is outside the depth of field distance ΔD about the distance D; and where the aimer object is rendered in a second color if the object is within the depth of field distance ΔD about the distance D.
 14. The method according to claim 11, where the distance D is determined by either querying a depth sensor or querying an autofocus system for a current focal depth.
 15. The method according to claim 11, where the camera system forms a part of an augmented reality headset having a programmed processor that carries out the rendering to a binocular display.
 16. A method of assisting in focusing a camera system on an object within a field of view, comprising: at the camera system, determining a distance D in a z direction, within the field of view, to a current focal plane; rendering to a display, an aimer graphic with the Z direction distance equal to D in a manner that causes the aimer graphic to move in the Z direction with changes in the focal plane; where the aimer graphic is rendered in a first manner if the distance D is closer to the camera than the object and if the object is outside the depth of field distance ΔD about the distance D; where the aimer graphic is rendered in a second manner if the object is within the depth of field distance ΔD about the distance D; and where the aimer graphic is rendered in a third manner if the distance D is further from the camera than the object and if the object is outside the depth of field distance ΔD about the distance D.
 17. The method according to claim 16, where if the object in the field of view is closer than the focal plane, the aimer graphic is rendered in a manner that signifies that view of the aimer graphic is occluded by the object.
 18. The method according to claim 16, where the aimer graphic element is rendered in a first color if the distance D is closer to the camera than the object and if the object is outside the depth of field distance ΔD about the distance D; and where the aimer object is rendered in a second color if the object is within the depth of field distance ΔD about the distance D.
 19. The method according to claim 16, where the rendering in the first manner comprises selecting a first aimer graphic; where the rendering in the second manner comprises selecting a second aimer graphic; and where the rendering in the third manner comprises selecting a third aimer graphic.
 20. The method according to claim 16, where the distance D is determined by either querying a depth sensor or querying an autofocus system for a current focal depth. 